;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fascism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
50      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       (null)

;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Late Stone Age
;             1 = Copper Age
;             2 = Bronze Age
;             3 = Iron Age
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Astronomy,          4, 1,  MT,  Mat, 0, 3    ; Ast
Banded Armor,       4,-1,  Met, Fli, 0, 0    ; Ato
Bow Tactics,        6,-1,  Ref, nil, 0, 0    ; Aut
Bureaucracy,        4, 1,  Bro, CoL, 0, 2    ; Ban
Bridge Building,    4, 0,  Csc, nil, 0, 4    ; Bri
Standing Garrison,  6,-1,  War, nil, 0, 0    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chariot,            5,-1,  Whe, War, 0, 0    ; Che
Cavalry Tactics,    4,-2,  Hor, Ref, 0, 0    ; Chi
Jurisprudence,      4, 1,  Lit, nil, 0, 2    ; CoL
Civil Engineering,  5,-1,  San, Ban, 0, 4    ; CA 
Corvus,             5,-1,  Map, NP,  0, 0    ; Cmb
Christianism,       5, 0,  no,  nil, 1, 2    ; Cmn
Exploration,        4, 1,  nil, no,  1, 1    ; Cmp
Construction,       7,-1,  Mas, nil, 0, 4    ; Csc
Fortifications,     4, 0,  Mas, Cur, 0, 4    ; Cst
Monetary Taxation,  4, 0,  Ban, Rob, 1, 1    ; Cor
Currency,           4, 1,  Pot, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  0, 2    ; Dem
Diplomacy,          4, 1,  Rec, Bro, 0, 2    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Gen, Bri, 0, 4    ; Eng
Drama,              3, 1,  Rec, Lit, 0, 2    ; Env
Espionage,          2,-1,  Eco, Ban, 0, 0    ; Esp
Elite Corps,        5, 0,  Ato, Esp, 1, 0    ; Exp
Elephant Warfare,   4,-1,  Bro, Hor, 0, 0    ; Feu
Gladius,            4,-1,  Gun, Hor, 0, 0    ; Fli
Fascism,            5,-2,  no,  no,  3, 2    ; Fun
Greek Sail,         3, 0,  Map, ToG, 0, 4    ; FP 
Geometry,           3, 2,  Mat, Whe, 0, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Unit Tactics,       8,-2,  Bro, Aut, 0, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 4    ; Hor
Egyptian Tradition, 1, 0,  no,  no,  0, 2    ; Ind
Hydraulics,         6, 0,  Pot, Csc, 0, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Improved Harness,   4,-1,  Chi, Sth, 0, 0    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, MT,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Reinforced Hull,    4,-1,  Nav, Met, 0, 0    ; Mag
The Beak,           6,-1,  Sea, Ast, 0, 0    ; Map
Masonry,            4, 1,  Pot, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Pot, 0, 1    ; Med
Metallurgy,         6,-2,  Mat, Tra, 0, 4    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Mythology,          5, 1,  Pot, Cer, 0, 2    ; MT 
Popular Support,    4, 0,  Rec, CoL, 0, 2    ; Mys
Multiple Decks,     6,-1,  Cmb, Eng, 0, 0    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Latin Sail,         4, 0,  Map, ToG, 0, 4    ; NP 
Philosophy,         6, 1,  Rec, Lit, 0, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Hellenization,      4,-1,  no,  no,  1, 2    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Agriculture,        4, 1,  nil, nil, 0, 1    ; Pot
Parthian Invasion,  5,-1,  no,  no,  1, 0    ; Rad
Highways,           6, 0,  Uni, Bri, 1, 1    ; RR 
Rhetorics,          2, 1,  Lit, War, 0, 2    ; Rec
Ranged Fire Tactics,4, 0,  War, nil, 0, 0    ; Ref
Central. Irrigation,3, 1,  Inv, Eng, 0, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Slave Economy,      4, 0,  Uni, Eng, 0, 1    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Seafaring,          4, 1,  nil, nil, 0, 1    ; Sea
Synchretism,        4, 1,  The, Mys, 1, 2    ; SFl
Spiked Chariot,     3,-2,  Che, Bro, 0, 0    ; Sth
Siege Warfare,      4,-1,  Eng, Gun, 0, 0    ; SE 
Siege Tactics,      3, 1,  SE,  CA,  0, 0    ; Stl
Spartacus' Defeat,  1, 0,  nil, no,  0, 0    ; Sup
Elephant Tactics,   6,-1,  Feu, Gun, 0, 0    ; Tac
Mysticism,          3, 2,  Ast, Phi, 0, 2    ; The
Sea Trade,          4, 0,  Tra, Sea, 0, 1    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
Land Trade,         5, 1,  Tra, Whe, 0, 1    ; Uni
Military Training,  4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  SFl, Exp, 3, 3    ; FT 
Unreachable,        3, 0,  no,  no,  0, 0    ; U1 
Non Roman,          3, 0,  no,  no,  0, 2    ; U2 
Non Carthaginian,   3, 0,  no,  no,  0, 2    ; U3 
Non Hellenistic,    3, 0,  no,  no,  0, 2    ; X1 
Advance 95,         3, 0,  no,  no,  0, 0    ; X2 
Advance 96,         3, 0,  no,  no,  0, 0    ; X3 
Advance 97,         3, 0,  no,  no,  0, 0    ; X4 
Advance 98,         3, 0,  no,  no,  0, 0    ; X5 
Advance 99,         3, 0,  no,  no,  0, 0    ; X6 
Advance 100,        3, 0,  no,  no,  0, 0    ; X7 

; Note: The Game will not accept an "X8" Row
;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;


;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   20, 4,    CA, 
Barracks,                  6, 1,    War,
Granary,                   6, 0,    Pot,
Temples,                   6, 1,    MT, 
MarketPlace,               8, 1,    Cur,
School of Rhetorics,       8, 1,    Rec,
Judgement Hall,            8, 1,    CoL,
City Walls,               10, 2,    Mas,
Aqueduct,                 12, 2,    Inv,
Merchant Quarter,         14, 3,    Tra,
Circus,                   16, 3,    Mys,
School of Philosophy,     14, 3,    Phi,
Sewer System,             20, 4,    CA, 
Theatre,                  12, 3,    Env,
Foundries,                20, 4,    Met,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Public Baths,             18, 3,    San,
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Urban Planning,           12, 2,    CA, 
Central. Irrigation,      12, 3,    Rfg,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,         12, 1,    Cmb,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Trade Port,               16, 3,    ToG,
Airport,                  16, 3,    no, 
City Council,              6, 2,    Bro,
Shipyards,                12, 3,    Nav,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Monetary Taxation),      60, 0,    Cor,
Gracchi's Reforms,        20, 0,    Mys,
Valley of the Kings,      40, 0,    nil,
Trade with Eastern Lands, 20, 0,    nil,
Lighthouse,               40, 0,    Map,
Great Library,            40, 0,    Lit,
Acropolis,                40, 0,    nil,
Vallus Hadrianus,         40, 0,    Cst,
Warfare Tradition,        30, 0,    nil,
Great Slave Market,       40, 0,    Rob,
Hellenic League,          20, 0,    nil,
Eastern Monarch's Power,  40, 0,    nil,
Archimedes' Workshop,     30, 0,    Mat,
Great Port,               40, 0,    Nav,
Amphitheatrum Flavium,    30, 0,    Mys,
Marius's Army Reform,     40, 0,    Ato,
Victory over Spartacus,   30, 0,    Sup,
Euclides' "Elements",     40, 0,    Gen,
Mediterranean Routes,     60, 0,    ToG,
Hellenization,            40, 0,    no, 
Pyramids of Giza,         40, 0,    nil,
The Colossus,             40, 0,    Tra,
The Senate,               60, 0,    nil,
Temple of Solomon,        60, 0,    nil,
Hanging Gardens,          60, 0,    nil,
United Nations,           60, 0,    no, 
Ptolemy's Geographia,     80, 0,    no, 
Aristotle's Academy,      60, 0,    nil,
Mysteric Cults,           40, 0,    SFl,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Gracchi's Reforms
SFl,        ; Valley of the Kings
nil,        ; Trade with Eastern Lands
nil,        ; Lighthouse
Plu,        ; Great Library
Mys,        ; Acropolis
Stl,        ; Vallus Hadrianus
Plu,        ; Warfare Tradition
nil,        ; Great Slave Market
Ato,        ; Hellenic League
Cmn,        ; Eastern Monarch's Power
nil,        ; Archimedes' Workshop
nil,        ; Great Port
nil,        ; Amphitheatrum Flavium
nil,        ; Marius's Army Reform
nil,        ; Victory over Spartacus
nil,        ; Euclides' "Elements"
nil,        ; Mediterranean Routes
nil,        ; Hellenization
Rep,        ; Pyramids of Giza
nil,        ; The Colossus
nil,        ; The Senate
MT,         ; Temple of Solomon
Mas,        ; Hanging Gardens
nil,        ; United Nations
nil,        ; Ptolemy's Geographia
Plu,        ; Aristotle's Academy
nil,        ; Mysteric Cults


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fascism (Stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  1.,0,  0a,1d,  2h,1f,  8,0,  5, Eng, 000000000000000
Warriors,     Bro, 0,  1.,0,  3a,2d,  2h,1f,  3,0,  0, nil, 000000000000000
Spearmen,     Bro, 0,  1.,0,  2a,3d,  2h,1f,  3,0,  1, War, 000000000000000
Slingers,     Gun, 0,  1.,0,  4a,1d,  2h,1f,  3,0,  0, Ref, 000000000000000
Archers,      nil, 0,  1.,0,  6a,2d,  2h,1f,  5,0,  0, Aut, 000000000000000
Legion I,     U2,  0,  1.,0,  6a,3d,  2h,1f,  6,0,  1, Gun, 000000000000000
Militia Guards,nil, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Bro, 000010000000000
Celt Mercen., nil, 0,  1.,0,  8a,3d,  2h,1f,  3,0,  0, U1,  000010000000000
Rebels,       nil, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, Gue, 000001000000010
Soldiers I,   U3,  0,  1.,0,  6a,3d,  2h,1f,  6,0,  1, Gun, 000000000000000
Phalanx I,    X1,  0,  1.,0,  5a,4d,  2h,1f,  6,0,  1, Gun, 000000000000000
Legion II,    U2,  0,  1.,0,  8a,4d,  2h,2f,  8,0,  0, Fli, 000010000000000
Praetorians,  U2,  0,  1.,0, 10a,4d,  2h,2f, 18,0,  0, Exp, 000010000000000
Phalanx II,   X1,  0,  1.,0,  7a,4d,  2h,2f,  8,0,  0, Fli, 000010000000000
Horsemen,     Chi, 0,  3.,0,  4a,1d,  2h,1f,  5,0,  0, Hor, 000000000000000
Chariot,      Sth, 0,  2.,0,  6a,2d,  2h,1f,  6,0,  0, Che, 000000000000000
Elephant,     Tac, 0,  2.,0,  5a,2d,  3h,2f, 10,0,  0, Feu, 000010000000000
Celt Cavalry, nil, 0,  3.,0,  8a,3d,  2h,1f,  6,0,  0, U1,  000000000000000
Ph. Cavalry I,U3,  0,  3.,0,  6a,3d,  2h,1f,  8,0,  0, Chi, 000000000000000
Pirates,      nil, 0,  1.,0,  6a,2d,  2h,1f,  2,0,  0, U1,  000000000000100
Equites I,    U2,  0,  3.,0,  6a,3d,  2h,1f,  8,0,  0, Chi, 000000000000000
Cavalry I,    X1,  0,  3.,0,  6a,3d,  2h,1f,  8,0,  0, Chi, 000000000000000
Battering Ram,nil, 0,  1.,0,  6a,1d,  2h,1f,  3,0,  0, War, 000000001000000
Catapult,     nil, 0,  1.,0,  8a,1d,  2h,2f,  8,0,  0, SE,  000000001000000
Siege Tower,  nil, 0,  1.,0,  8a,3d,  2h,1f,  8,0,  0, Stl, 000000001000000
Balista,      nil, 0,  1.,0,  8a,1d,  2h,2f,  6,0,  0, Eng, 000000000000000
Spiked Chariot,Lab, 0,  2.,1,  8a,3d,  2h,2f, 10,0,  0, Sth, 000000000000000
Armor Elephant,Exp, 0,  2.,2,  6a,3d,  3h,2f, 14,0,  0, Tac, 000010000000000
Schythians,   nil, 0,  4.,0, 10a,3d,  2h,2f,  4,0,  0, U1,  000000000000000
Germanians,   nil, 0,  1.,1,  6a,3d,  2h,2f,  4,0,  0, U1,  000000000000001
Celt Warriors,nil, 0,  1.,2,  6a,3d,  2h,1f,  4,0,  0, U1,  000001000000001
Galley,       Cmb, 2,  5.,0,  3a,2d,  3h,1f,  3,1,  2, Sea, 000000000100000
Trireme,      Mag, 2,  6.,0,  4a,3d,  3h,2f,  6,3,  2, Map, 000000000100000
Quadrireme,   nil, 2,  6.,0,  6a,4d,  3h,2f,  8,3,  2, Cmb, 000000000100001
Quinquireme,  nil, 2,  6.,0,  7a,5d,  3h,2f, 10,3,  2, Nav, 000000000100001
Galleon,      nil, 2,  6.,0,  8a,6d,  3h,2f, 12,4,  2, Mag, 000000000100001
Phalanx III,  X1,  0,  1.,0,  9a,5d,  2h,2f, 10,0,  0, Ato, 000010000000000
Legion III,   U2,  0,  1.,0, 10a,4d,  2h,2f, 10,0,  0, Ato, 000010000000000
Soldiers II,  U3,  0,  1.,0,  8a,4d,  2h,2f,  8,0,  0, Fli, 000010000000000
Cavalry II,   X1,  0,  3.,0,  8a,3d,  2h,2f, 10,0,  0, Lab, 000000000000000
Equites II,   U2,  0,  3.,0,  8a,3d,  2h,2f, 10,0,  0, Lab, 000000000000000
Ph. Cavalry II,U3,  0,  3.,0,  8a,3d,  2h,2f, 10,0,  0, Lab, 000000000000000
Merchant Ship,nil, 2,  6.,0,  0a,3d,  2h,1f,  3,1,  4, ToG, 000000000100000
Soldier III,  U3,  0,  1.,1, 10a,4d,  2h,2f, 10,0,  0, Ato, 000010000000000
Legatus,      U2,  0,  2.,1,  0a,0d,  1h,1f,  5,0,  6, Eco, 000000000000011
Envoy,        nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Eco, 000000000000011
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  8,0,  6, Esp, 000000000000011
Merchant,     nil, 0,  1.,0,  0a,2d,  2h,1f,  4,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,3d,  2h,1f,  6,0,  7, Uni, 000000000000010
Impassable,   nil, 1,  0.,9,  0a,50d, 8h,3f, 99,0,  0, U1,  000000000000011
Desert Raiders,nil, 0,  4.,5,  8a,2d,  2h,1f,  2,0,  0, U1,  000000000000000
Africans,     nil, 0,  1.,1,  6a,3d,  2h,1f,  4,0,  0, U1,  000000000000000
Parthian Cav.,nil, 0,  4.,0, 10a,3d,  2h,2f,  4,0,  0, U1,  000000000000000
Scipio,       nil, 0,  3.,0,  9a,4d,  3h,2f, 99,0,  0, U1,  000000000000001
Hannibal,     nil, 0,  3.,0, 10a,4d,  3h,2f, 99,0,  0, U1,  000000000000001
Consul,       nil, 0,  3.,0,  8a,4d,  3h,2f, 99,0,  0, U1,  000000000000001
General,      nil, 0,  3.,0,  8a,4d,  3h,2f, 99,0,  0, U1,  000000000000001
Commander,    nil, 0,  3.,0,  8a,4d,  3h,2f, 99,0,  0, U1,  000000000000001
Parthian Inf.,nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  1, U1,  000010000000000
Pyrrhus,      nil, 0,  2.,0,  6a,3d,  3h,2f, 99,0,  0, U1,  000010000000001
Jesus,        nil, 0,  1.,0,  0a,0d,  1h,0f, 99,0,  0, U1,  000000000000010

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,0,0,   yes, 1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Fertile,    1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Woods,      2,3,  1,2,0,   Pln, 0,10, 0,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Medit. Shrubs,1,2,  1,0,0,   Pln, 1,10, 5,   For, 0,10,  0,  Grs,   ; Tun
Volcano,    2,2,  1,1,0,   no,  0, 0, 0,   yes, 2,15,  5,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,1,3,
Sheeps,     1,2,  1,3,0,
Swamp,      1,2,  2,1,0,
Game,       2,3,  3,2,0,
Silver,     2,4,  1,1,4,
Gold,       3,6,  0,1,6,
Spice,      1,2,  3,1,0,
Sulphur,    2,2,  1,2,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Nomads,     1,2,  0,3,2,
Corn,       1,2,  3,1,0,
Peat,       1,2,  2,1,0,
Timber,     2,3,  1,4,0,
Vines,      2,4,  1,1,4,
Iron,       3,6,  0,4,0,
Olives,     1,2,  2,0,4,
Oil,        2,2,  0,4,0,
Horses,     2,3,  2,4,0,
Olives,     2,3,  2,0,4,
Tunny Fish, 1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Kingdom Conf.,  King,        Queen
Hell. Monarchy, King,        Queen
Fascism,        General,     General
Republic,       Consul,      Consul
Polis Confed., Archon,      Archon

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Princeps, Princeps, 3, Citizen, Citizen, 4, Imperator, Imperatrix, 6, Princeps, Princeps
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Adolf Hitler, Eva Braun,           0, 3, 3, Germans,     German,      1,  0,  0,     1, Kaiser, Kaiserina, 2, Kaiser, Kaiserina, 4, Fuehrer, Fuehres 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,     5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,   2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Marshall, Marshall, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Scipio,       Livia,               1, 1, 3, Romans,      Roman,       1,  1,  0,
Hannibal,     Dido,                0, 2, 2, Carthaginians,Carthaginian, 0,  1,  0,    5, Commander, Commander
Antigonus,    Antigona,            1, 3, 1, Macedonians, Macedonian,  0,  0,  1,
Ptolemeus,    Cleopatra,           1, 4, 1, Egyptians,   Egyptian,   -1,  0,  1,
Seleucus,     Roxane,              0, 5, 1, Syrians,     Syrian,      0, -1,  1,
Hiero,        Irene,               0, 6, 1, Greek Poleis,Greek,      -1, -1,  1,
Mithridates,  Helena,              0, 7, 1, Greek Kingdoms,Anatolic,    0, -1,  1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Timber,
Wool,
Beads,
Cloth,
Salt,
Garum,
Copper,
Dye,
Wine,
Fish,
Silver,
Spice,
Gems,
Gold,
Olives,
Oil,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













